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APPENDIX B:  NONPLAYER CHAR'ACTERS

             This appendix contains statistics for various humanoid   AcTIONS
             nonplayer characters (NPCs) that adventurers might
                                                               Club.  Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
            ·encounter during a D&D campaign, including lowly
                                                               Hit: 2 (1d4)  bludgeoning damage.
             commoners and mighty archmages. These stat
             blocks can be used to represent both human and    Acolytes are junior members of a clergy, usually
             nonhuman NPCs.                                    answerable to a priest. They perform a variety of
                                                               functions in a temple and are granted minor spellcasting
             CusTOMIZING NPCs                                  power by their deities.
             There are many easy ways to customize the NPCs in
             this appendix for your home campaign.            ARCHMAGE
              Racial Traits. You can add racial traits to an NPC.   Medium humanoid (any race), any alignment
             For example, a half'ling druid might have a speed of 25
             feet and the Lucky trait. Adding racial traits to an NPC   Armor Class 12 (1 5 with mage armor)
             doesn't alter its challenge rating. For more on racial   Hit Points 99 (18d8 + 18)
             traits, see the Player's Handbook.                Speed 30ft.
              SpeJJ Swaps. One way to customize an NPC
             spellcaster is to replace one or more of its spells. You   STR   DEX   CON   INT   WIS   CHA
             can substitute any spell on the NPC's spell list with a   10 (+0)   14 (+2)   12 (+1)   20  (+5)   15  (+2)   16 (+3)
             different spell of the same level from the same spell list.
                                                               Saving Throws lnt +9, Wis +6
             Swapping spells in this manner doesn't alter an NPC's
                                                               Skills Arcana +13,  History +13
             challenge rating.
                                                               Damage Resistance damage from spells; non magical
              Armor and Weapon Swaps. You can upgrade or        bludgeoning, piercing, and slashing (from stoneskin)
             downgrade an NPC's armor, or add or switch weapons.   Senses passive Perception 12
             Adjustments to Armor Class and damage can change   Languages any six languages
             an NPC's challenge rating, as explained in the Dungeon   Challenge 12 (8,400 XP)
            Master's Guide.
              Magic Items. The more powerful an NPC, the more
                                                               Magic Resistance. The arch mage has advantage on saving
             likely it has one or more magic items in its possession.
                                                              throws against spells and other magical effects.
             An arch mage, for example, might have a magic staff or
             wand, as well as one or more potions and scrolls. Giving   Spellcasting. The archmage is an 18th-level spellcaster. Its
             an NPC a potent damage-dealing magic item could alter   spellcasting ability is  Intelligence (spell save DC 17, +9 to hit
             its challenge rating. Magic items, as well as adjusting   with spell attacks). The arch mage can cast disguise self and
            .a creature's challenge rating, are described in the   invisibility at will and has the following wizard spells prepared:
            Dungeon Master's Guide.                            Cantrips (at will):.fire bolt, light, mage hand, prestidigitation,
                                                                shocking grasp
                                                                                                    1
            ACOLYTE                                            1st level  (4 slots): detect magic, identify, mage armor, '
             Medium humanoid (any race), any alignment          magic missile
                                                               2nd level  (3 slots): detect thoughts, mirror image, misty step
             Armor Class 1 0                                   3rd level  (3 slots): counterspeii,Jly, lightning bolt
             Hit Points 9 (2d8)                                4th level  (3  slots): banishment, fire shield, stoneskin'~
            Speed 30ft.                                        5th level  (3  slots): cone of cold, scrying, wall of force
                                                               6th level .(1  slot): globe of invulnerability
                                                               7th level  (l  slot): teleport
               STR    DEX    CON     INT    WIS     CHA
                                                               8th level  (l  slot): mind blank1<
              10 (+0)   10 (+0)   10 (+0)   10 (+0)   14  (+2)   11  (+0)
                                                               9th level  (l  slot): time stop
            Skills Medicine +4, Religion +2                    1 <The archmage casts these spells on itself before combat.
            Senses passive Perception 10
             Languages any one language (usually Common)      ACTIONS
            Challenge 1/4 (SO XP)                              Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft.
                                                               or range 20/60 ft., one target.  Hit: 4 (ld4 + 2)  piercing damage.
             Spellcasting. The acolyte is a 1st-level spellcaster. Its   Archmages are powerful (and usually quite old)
             spellcasting ability is Wisdom (spell save DC 12, +4 to hit with
                                                              spellcasters dedicated to the study of the arcane arts.
             spell attacks). The acolyte has following cleric spells prepared:
                                                              Benevolent ones counsel kings and queens, while evil
             Cantrips (at will): light, sacred flame, thaumaturgy   ones rule as tyrants and pursue lichdom. Those who are
             1st level  (3  slots): bless, cure wounds, sanctuary   neither good nor evil sequester themselves in remote
                                                               towers to practice their magic without interruption.
                                                                An archmage typically has one or more apprentice
                                                               mages, and an archmage's abode has numerous magical
                                                              wards and guardians to discourage interlopers.



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